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VideoCommon: separate the concept of a 'resource' from an 'asset'. A resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system. An example is a 'material'. A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is. There will be a 'material' resource. For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.
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@@ -27,6 +27,7 @@
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#include "VideoCommon/Assets/CustomAsset.h"
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#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/Resources/CustomResourceManager.h"
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#include "VideoCommon/VideoConfig.h"
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constexpr std::string_view s_format_prefix{"tex1_"};
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@@ -191,7 +192,7 @@ HiresTexture::HiresTexture(bool has_arbitrary_mipmaps, std::string id)
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{
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}
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VideoCommon::CustomResourceManager::TextureTimePair HiresTexture::LoadTexture() const
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VideoCommon::TextureDataResource* HiresTexture::LoadTexture() const
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{
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auto& system = Core::System::GetInstance();
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auto& custom_resource_manager = system.GetCustomResourceManager();
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